Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
#stolen on synIRC

Welcome to the Stolen Land!
The Stolen Lands have long resisted attempts at colonization. Wedged between the River Kingdoms and Brevoy, the approximately 35,000-square-mile swath of wilderness has a long history of being regarded as “stolen”—from and by whom depending on the point of view. In Brevoy, the lands are considered stolen from that nation’s southern expanse by bandits and barbarians variously from Numeria, Iobaria, or the River Kingdoms themselves. In the River Kingdoms, the general impression is that Brevoy allowed the lands to fall into the hands of monsters and worse in order to rob the lords of the River Kingdoms of more lands to rule. Even within the wildlands themselves, lands are stolen and conquered in constant struggles between bickering tribes of centaurs, kobolds, fey, trolls, bandits, lizardfolk, boggards, barbarians, and more, all constantly skirmishing to expand their holdings while not ceding their own lands to the enemy.

In truth, the Stolen Lands belong to no one, and are stolen from no one. Many have tried to claim them, but the abandoned ruins that dot the swath of wilderness stand as testaments to the difficulty of ruling these savage lands. They have remained wild with a fierce tenacity, a haven for monsters and criminals and dangerous secrets, and as such have posed a menace to their neighboring nations as long as anyone can remember.

What’s the difference between a poo poo-farmer and a hero? …experience.

The adventure will begin with the PCs, each bearing a charter from the Lord Mayor of Restov granting license to explore and map the section of the Stolen Lands known as the Greenbelt, arriving at a small, remote trading post at the southern edge of rural Rostland.

Your Royal Charter posted:

Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, granting the right of exploration and travel within the wilderness region known as the Greenbelt.

Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered.
The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

What are you getting yourself into?
This campaign consists of a series of adventures that take the PCs from first level to, perhaps, eighteenth. The campaign has two distinctive themes: wilderness “sandbox” exploration and kingdom-building. Your first task, under royal charter, is to explore the Stolen Land.
The PCs will gain experience through the usual adventuring – there are a lot of wilderness encounters with a sprinkling of ‘dungeons’ – but also by exploring the map and advancing your interests in the region.

What can you look forward to?
• This adventure will allow many different characters to shine. The wilderness environment and wide range of challenges opens the door to many different character classes and concepts. Everyone from a beater to a skill monkey to a social butterfly will find interesting challenges and encounters.
• There is a strong emphasis on the wilderness. Unlike most modules, which focus on sequences of dungeons (or other constrained environments), there’s a great deal of wilderness here, and only a couple of large dungeons. The encounters generally do an excellent job of emphasizing this side.
• There is a strong focus on exploration, leaving the players a lot of choice in where the adventure goes. If you like to take the initiative, you should very much enjoy the open-ended structure of (most of) the adventures.
• The adventure hits many of the popular tropes of fantasy kingdoms – war, treachery, tournaments – missing from most other modules.
• The PCs actually increase in power and influence beyond their own collection of magic items: they may decide to take leadership roles in a kingdom, projecting power on a much larger scale than most adventures. If you like to feel as though you make a difference in the wider world, you will likely enjoy this.
• The leisurely pace (in game time) opens up a new dimension for characters. The action in this series takes place over many years, with lots of breaks for downtime activities. Characters have a chance to grow and change that is usually absent at the frenetic pace of world-saving adventures.

What sort of player do you need to be?
• The lack of structure can make it hard to push the story forward. Players have some incentive to explore, but they generally need to take the initiative to drive the action.
• There is an overarching story, but it is hidden amidst crumbs of information, disinformation, and mystery. If you like to follow one big plot or pursue one supremely evil villain, you may not like this.
• If you choose to get involved in it, kingdom-building can place stringent requirements on characters. This is not so much a mechanical problem as a conceptual one: the players must build characters with a reason to care about their nation and potential allies and subjects. This is very different from many adventuring archetypes.
• The exploration element adds some focus on random encounters. There’s a fairly limited number of fixed encounters, and the difference is made up through random elements.

Character creation
• Have a character sheet, portrait and at least a basic backstory.
• You are level 1, and can use any published race or class.
• Build your character using the standard 27-point-buy, or take the standard array of 15/14/13/12/10/8.
• Choose an alignment, and figure out how it fits into your character to some slight degree.
• Either take the packages for picking your class and background, or take the maximum starting gold for your class and buy whatever you want.
• I will take somewhere between four and six players.

Recruitment will be open until June 30th. I am on vacation from July 1st to September 1st, so will a fair amount of time to spend on the game for the first two months. Things will inevitably slow down a bit after that, but if we have a strong group of players and everyone is enjoying themselves, I will aim to update at least three times a week thereafter for as long as it makes sense.

Campaign Traits
In addition to choosing your race, your class, your background, and other character generation options as normal, you are also encouraged to take one of the following campaign-specific traits.

Bastard posted:

Limited to human characters.
Description: One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.

Effect (disadvantage): You have disadvantage on all Charisma-based skill checks made when dealing with members of Brevic nobility.
Effect (advantage): You gain proficiency (or expertise, if you are already proficient) on Wisdom saves as a result of your stubbornness and individuality.

Brigand posted:

Description: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.

Effect (disadvantage): There is a price on your head. If your true identity or the nature of your crimes is revealed, there is a very real likelihood that someone will come to collect on that price.
Effect (advantage): You have advantage on Deception, Persuasion, Intimidation, and Insight checks when dealing with brigands, thieves, bandits, and their ilk.
Effect (other): You begin the campaign with an extra 100 gold pieces in ill-gotten gains.

Issian posted:

Description: You were raised in northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealth and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south.

Effect (disadvantage): None.
Effect (advantage): Your agile mind provides you advantage on saving throws against being charmed. If you already have advantage, you are instead immune.

Noble-born posted:

Description: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.”

Effect (disadvantage): Although you are a true noble, your lot is at the bottom of the pyramid of your noble family. Your life could become complicated if you were to refuse a reasonable request of someone above you in the hierarchy of your house, and very complicated indeed if you were to refuse even an unreasonable request of someone near the top of the pyramid.
Effect (advantage): Choose one of the following noble families and associated benefits.

Garess: Your family’s long association with the dwarves of the Golushkin Mountains has left its mark. You ignore the movement penalty of difficult terrain made difficult by rocks or ruins. In addition, you gain advantage on checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”

Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. You also gain advantage on checks made to conduct commerce with a native speaker of this language. Your family motto is “Success through Grace.”

Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. You gain a swim speed equal to your land speed. Your family motto is “The Waters, Our Fields.”

Medvyed: Your family has a long and deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain advantage on all Persuasion checks made to deal with fey creatures, and advantage on Wisdom saves made against their supernatural abilities. Your family motto is “Endurance Overcomes All.”

Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 bonus to your Armor Class. In addition, choose Acrobatics, Persuasion, or Stealth — you gain proficiency in that skill (or expertise, if you already have proficiency). Your family motto is “High Above.”

Surtova: Your family is well known for their political agility and scheming natures. You gain advantage on initiative checks. Your family motto is “Ours is the Right.”

Pioneer posted:

Description: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.

Effect (disadvantage): None.
Effect (advantage): Choose Athletics, Animal Handling, Knowledge (nature), Perception, or Survival. You gain proficiency in this skill (or expertise, if you are already proficient).
Effect (other): You begin play with a riding horse, or a draft horse and a wagon.

Rostlander posted:

You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward.

Effect (disadvantage): None.
Effect (advantage): You gain proficiency (or expertise, if you are already proficient) on Constitution saves as a result of your hearty lineage.

Sword scion posted:

Description: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori.

Effect (disadvantage): None.
Effect (advantage): You begin play with an adamantine longsword or short sword, and gain a +2 bonus to attack rolls that you make with melee weapons.

Waador fucked around with this message at 04:05 on Jun 20, 2015

Adbot
ADBOT LOVES YOU

Successful Businessmanga
Mar 28, 2010

So Who the gently caress is my dnd character gave me this suggestion and I said I'd use it on my next character so here it is! :v:

quote:

Tactless gnome wizard from the royal bank who doesn't have time for all this prophecy bullshit
Google doc sheet.


Name: Jergo Macklen
Race: Gnome (Forest)
Class: Wizard
Age: 80
Height: 3' 3"
Weight: 39lbs

Alignment: Lawful Neutral
Ability Scores:
STR: 8(-1)
DEX: 16 (+3)
CON: 13 (+1)
INT: 17 (+3)
WIS: 10 (-)
CHA: 10 (-)

Pointbuy: 18 for 15 dex and int, 5(23) for 13 con, and 4(27) for 10 wis and cha. +2 int and +1 dex from forest gnome

HP: 7
AC: 13(16 with mage armor)
Speed: 25'
Initiative: +3
Saving throw proficiencies: Intelligence/Wisdom (Wiz), Constitution(Rostlander)
Gnome cunning: Advantage on Int/Wis/Cha saving throws against magic.
Skill Proficiencies: Arcana(wiz), History(wiz), Intimidate(Background), and Survival(Background)
Tool Proficiencies: Cartographer's tools(background)
Languages: Common, Gnomish(race), Draconic(background)
Sight: Darkvision 60'
Background: Custom Background: Banker
Feature: Guild membership

quote:

As an established and respected member of a guild, you can rely on certain benefits that membership provides.

Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Personality Traits: I judge people by their actions, not their words.
Ideal: Sincerity. There’s no good in pretending to be something I’m not.
Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Flaw: I obey the law, even if the law causes misery.
Campaign Trait: Rostlander


Inventory
Money: (160 starting gp) 0gp
Inventory:
On person: Clothing[fine] (15gp 6lbs)
Dagger (1gp 1lb)
Arcane Focus-Crystal athame (10gp 1lb) A dull blue crystalline blade, the handle is a stylized ribcage topped with a small grinning skull.
Signet Ring(5gp)- Features a fist grasping the base of a set of scales
Trinket: A mummified goblin hand on a necklace

In backpack:

Find Familiar materials (10gp)
Waterskin (.2gp 5lb)
Cartographer's tools (15gp 6lb)
Spellbook (50gp 3lbs)
Chalk x4 (.04gp)
Signal Whistle (.05gp)
Abacus (2gp 2lb)
Hammer (1gp 3lb)
Manacles (2gp 6lb)
Jergo's encumbrance 29/120lbs

On cart drawn by mule(200lb)
1 days rations (.5gp 2lb)

Merchant's scale (5gp 3lb)
Messkit (.2gp 1lb)
5 days feed (.25gp 50lb)
Rope, hempen (1gp 10lb)
Fishing tackle (1gp 4lb)
Crowbar (2gp 5lbs)
Pick, Miner's (2gp 10lb)
torch x3 (.03gp 3lb)
10' pole x2 (.1gp 14lb)
1 ladder 10' (.1gp 25lb)
Portable ram (4gp 35lb)

Trading things on cart
50 soap units 1gp 25lbs
Candles 100 (1gp 25lbs)
Mule cart encumbrance 527.5/2100

Spellbook
Cantrips: Minor Illusion(Gnome), Chill touch, Prestidigitation, Mold Earth.
1st Level(2 slots): Alarm(Ritual), Find Familiar(Ritual), Detect Magic(Ritual), Comprehend Languages(Ritual) , Mage Armor, Shield.


Background posted:

Jergo Macklen led a rather bland childhood alongside his multitude of siblings, his family were the undertakers and caretakers of a rather large graveyard. The Macklen family unbeknownst to most of the city they lived in were a clan of necromancers, using necromancy on the newly dead through the night they would have them dig their own graves and take care of the nightly maintenance of the plots.

In his early teens through to his late twenties Jergo apprenticed under his father undertaking the beginnings of his magical training and the accounting knowledge required to run the funeral services of the graveyard.

Wanting a life that had more to it than the dead Jergo saved his coin for several years, purchasing his way into adoption into a merchant family, he traveled with them for a good twenty years seeing the world and practicing the less unsavory side of his magical talents to protect his new family.

In his early 50s the toll of travel had begun to bore Jergo, with a recommendation of his character in hand the merchant family saw Jergo off to their homeland in Rostland where he was given a job at a small bank.

In his time working for the bank Jergo marveled at how trusting the owners were as they would loan money to any who asked, the source of his confusion was cleared one quiet month when word arrived of a debtor who had missed multiple payments and was now attempting to flee without paying their due. A squad of men were sent to hunt down the man and he was sentenced as a bandit.

Jergo's life continued quiet and fulfilling for several years, in recent months there has been talk of a venture once again being made into The Stolen Land, a large investment has been made into it by the bank and they were looking for someone to oversee their investment. Jergo was led to believe that he was being sent as he was the newest member of the clerks, unbeknownst to him the bank was aware of Jergo's merchant families business with Oleg the leader of the Greenbelt's outpost and have sent him primarily as subtle pressuring for Oleg to repay his loans.

With a week of training from a ranger hired by the bank, his experience with paperwork, and some thrown together supplies Jergo was shuffled off south a charter for exploration in hand.

Familiar:
Britzke the Bat
AC: 12
HP: 1
Speed 5', flying 30'
Str 2(-4)
Dex 15 (+2)
Con 8 (-1)
Int 2 (-4)
Wis 12 (+1)
Cha 4(-3)

Senses: Blindsight 60', passive perception 11, Telepathy 100' with Jergo.
Echolocation: Cannot use blindsight while deafened
Keen hearing: Advantage on perception checks that rely on hearing.
Bite: +0 to hit, reach 5', one creature, 1 piercing damage.

So projected path of the character, going to mainly focus on support/utility casting, taking necromancy as my school specialty and come 5th level when animate dead comes around I'll be focusing on having a few well equipped undead under my thumb rather than a hoard of piddly skeletons.

When downtime becomes available I'll be grabbing smith tools as a proficiency for 7th level so I can take fabricate and make the gear I need for my undead/the group as needed.

I'm pretty much gonna run Jergo full necromancer themed wizard all the way through with tweaks here and there depending on spell availability. Anyone making a cleric or paladin of Lathandar is going to be at heavy odds with me :v:.

Successful Businessmanga fucked around with this message at 20:58 on Jul 24, 2015

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
There is apparently a corresponding player's guide to this module, which contains some flavor information for people. I don't expect any of this will make or break any of your choices or applications, but it is probably worth providing.

The Land of Brevoy posted:

Brevoy is a proud land, known throughout Golarion for producing able warriors, regal nobles, and clever rogues. Yet Brevoy’s two regions, Issia and Rostland, have long held one another in contempt and now stand on the verge of civil war. Both Issia and Rostland were independent nations until Choral the Conqueror’s barbarian armies and red dragon servitors united the regions into a single kingdom two centuries ago. Until recently, the iron rule of House Rogarvia maintained a fragile peace between the two regions. But a decade ago, House Rogarvia mysteriously disappeared, and the conniving leaders of Issia’s House Surtova supplanted them as Brevoy’s rulers.

Now a labyrinthine political landscape plagues the nation, full of secret alliances, provincial loyalties, and nefarious plots; civil war seems inevitable. In Rostland to the south, the swordlords see in many of Issia’s recent political moves the swift approach of such a war. They rightly fear such an event, for Rostland is smaller than Issia, it has fewer armies, and its rolling hills and grasslands offer very little in the way of natural defenses. Worse, unlike Issia, whose northern border stretches along the Lake of Mists and Veils, which offers some defense, Rostland’s southern border lies along a stretch of wilderness infested with bandits and monsters. If Brevoy falls into civil war, it won’t be long at all before the violent, opportunistic vultures to the south move to take advantage of Rostland’s problems.

This southern region of wilderness is called the Stolen Lands. While these lands are technically a part of the River Kingdoms, several of which have advanced claims in the past, Rostland has long viewed them as “stolen” from it by bandits and monsters. Many attempts have been made to settle the Stolen Lands, but to date, none have succeeded, making these 33,000 square miles of unclaimed wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, some of Rostland’s swordlords hope to change that fact; they have issued charters to several groups of adventurers, sending them south into the Stolen Lands. These initial charters are simple enough: re-open the old trade routes along the rivers and scatter or defeat the bandits who have made them too dangerous to use. Beyond that, it seems apparent that Rostland wants to encourage new nations to grow in this region—and believes that by supporting these nascent kingdoms as allies, it’ll gain loyal support in any coming conflict with Issia. It’s a bold and brilliant political move—for if Rostland turned its own resources to the task, not only would such a move weaken its defenses against the north, but the blatant power grab would certainly force Issia’s hand. By sending free agents south, the swordlords of Rostland hope to create new allies without sacrificing their own position of power in Brevoy. Yet as with most complex and brilliant plans, there are plenty of opportunities for disaster.

Regions of the Stolen Lands posted:

Your group is but one of four groups chartered by the swordlords to explore and settle the Stolen Land. Here’s what you know about the four regions in the Stolen Lands and who Brevoy sent to explore them. If you wish to learn more, your characters will need to ask around once the campaign begins.

The Greenbelt
Dominated by the woodland known as the Narlmarches and the rolling hills of the Kamelands, this region is the one your group has been chartered to explore. Bandits are particularly rife in this area. You are to explore as much of the northern half of the Greenbelt as you can and, if possible, remove the bandit threat from the region. Other rumored problems in the region include a tribe of mites, a tribe of kobolds, mischievous fey, and numerous dangerous monsters and wildlife.

Glenebon Uplands
The swordlords sent a relatively experienced band of adventurers into the westernmost reach of the Stolen Lands—an area that is supposedly under the rule of the bandit kingdom of Pitax (although that River Kingdom has done very little to prove its claims over this area).

The Slough
The East Sellen River runs through the swamps known as Hooktongue Slough. Rumor holds that the swordlords sent actual Brevic government agents into this swampy area.

Nomen Heights
The easternmost reaches of the Stolen Lands contain a low mountain range and border the longruined realm of Iobaria. The swordlords sent a band of mercenaries into this region, rumors hold.

Races of Brevoy posted:

Amid the constant threat of civil war, the inhabitants of Brevoy have more pressing concerns than their neighbors’ race, and few judge a person by race alone. Brevans value custom and loyalty regardless of race; thus, anyone who adheres to local traditions enjoys a high degree of tolerance and acceptance. As such, the region boasts a diverse population comprised of nearly every race and ethnicity on Golarion.

Dwarves
Though typically rare in northeastern Avistan, dwarves exist in small numbers in almost every community in Brevoy. Many serve as town blacksmiths, masons, militia quartermasters, or pawnbrokers. The small mining village of Brunderton in eastern Rostland has an overwhelming dwarven citizenry—most dwarves in the region can claim at least one relative or acquaintance that calls the hamlet home—and gem and ore traders from Brunderton travel throughout the area peddling their wares. Rumors of untapped or unclaimed mines hidden throughout the Stolen Lands are enough to get most dwarves interested in exploring the wilderness.

Elves
Full-blooded elves are rare in Brevoy, generally preferring to live in Kyonin further to the south. A fair number of rebellious elves, however, emigrate from their homeland up the Sellen River to Brevoy. Often, Forlorn elves pass through Brevoy on their way south to Kyonin to live among their people, and some find the region so amenable that they never complete their journey—although lately, others have chosen to stay after the direct route down the river through the Stolen Lands was closed because of hostility from bandits and indigenous tribes of boggards, lizardfolk, and even trolls. The Brevic city of Restov boasts one of the largest concentrations of elves in the region. Long ago, the elves maintained a stronger presence in this region, and rumors of surviving elven ruins scattered throughout the most remote reaches of the Stolen Lands have long intrigued elven scholars and historians.

Gnomes
The boundaries between Golarion and the First World are not constant; in some places, like in the Sellen River basin, these barriers are unusually thin. The barriers thin yet further, rumors hold, in the Stolen Lands—and certainly fey are a powerful force in the region. Many believe that the influence of the First World over the Stolen Lands is the primary reason none have managed to tame the wilderness. Regions like these have long drawn gnomes to their proximity, and tales of gnome expeditions to explore the Stolen Lands are quite common—as are tales of expeditions that become lost and are never heard from again. Optimistic gnomes cling to these vanishings as proof that the Stolen Lands hide pathways into the First World. Gnomes have a strong presence in the River Kingdoms and have established communities there, such as Thom and Artume. Enclaves of less civilized gnomes exist in Echo Wood near the Numerian border, Embeth Forest, and Brevoy’s Gronzi Forest, though these shamanistic sects tend to keep mostly to themselves. Full of interesting sights and new experiences, the region presents a perfect spectacle for gnomes who enjoy the variety of people and places that can be found there.

Half-Elves
Often the victims of unfounded stigmatization in communities of primarily human or elven populations, half-elves typically find Brevoy a welcoming land. The Chelish and Taldan upper classes have long exiled their embarrassing—if common—illegitimate half-elf progeny to the unruly River Kingdoms, and as a result, many of the region’s half-elves claim some noble heritage (even if such claims aren’t formally recognized). Other half-elven settlers in the region are the result of trysts between locals and elves from nearby Kyonin. Regardless of their origins, half-elves find their adaptable nature well suited to Brevic life, especially those settlements in which adherence to local custom is of paramount concern. Many half-elves rise to positions of power thanks to their ability to roll with political changes and bypass unexpected social impediments.

Half-Orcs
Throughout the civilized world, half-orcs suffer ostracism and prejudice, yet many find Brevoy not merely tolerant of their kind, but in fact refreshingly accepting. Brevans don’t view half-orcs with the same disdain that the half-breeds receive in other parts of the world, and any half-orc who adheres to the strict, provincial customs of the land achieves the same level of acceptance that a similarly compliant full-blooded human would. Half-orcs blessed with less overtly bestial features might attempt to pass for human, keeping the unseemly conditions of their birth a closely guarded the secret and leaving their past behind as they start again with a clean slate in Brevoy or the wild River Kingdoms. Some embrace their heritage, however, and are rewarded; warlords among feuding citystates often recruit half-orcs to serve as elite soldiers, officers, and law enforcement, valuing their blend of strength and cunning.

Halflings
Brevan halflings tend toward transient lifestyles that shuffle them through Brevoy and the neighboring River Kingdoms every few years. The Fifth River Freedom denounces slavery as an abomination, and inhabitants uphold this tenet of the land as earnestly as they do any other. As a result, the River Kingdoms have become a haven for escaped or freed slaves—especially Chelish halflings—attempting to start a new life without the fear of bondage. A strong halfling liberation movement has taken root in the region, and freedom fighters from across Avistan often congregate in the northern River Kingdoms and southern Brevoy, consolidating their power and plotting emancipation raids throughout the Inner Sea. Non-crusading halflings often work as street performers, pickpockets, or legitimate shop or tavern owners; their natural penchant for stealth and showmanship makes them valuable assets to both the ruling elite and underground criminal organizations. The opportunity to help shape a kingdom from the ground up, to build a civilization where halflings can be a significant part of the leadership, could well be a draw to any ambitious halfling.

Humans
Humans constitute the most populous race in and around Brevoy, as they do throughout Golarion. Ethnic Taldans make up well over half the region’s human population; many trace their lineage back to the explorers and soldiers who first tamed the wild countryside ages ago. Descendants of Choral’s conquering army possess strong Kellid bloodlines, as do the barbaric hordes of nearby Numeria. Spring and autumn bring fleets of Varisian flatboats to the Sellen’s waterways as the nomadic people make their seasonal migration between the banks of Lake Encarthan and the Lake of Mists and Veils. Because of the region’s penchant for attracting outsiders from around the world, Chelish, Keleshite, Tian, and Ulfen visitors commonly pass through or make new homes in the River Kingdoms’ many outcast sanctuaries.

Classes of Brevoy posted:

People from all walks of life call Brevoy home, and the region’s population consists of members of every class. While some classes are more prevalent than others, characters of all sorts can find a niche within the eclectic society. As the expedition to reclaim the Stolen Lands prepares to embark, PCs with any set of skills and abilities have the potential to play an important role in the region.

Barbarians
Most of Brevoy’s barbarians hail from the nearby nation of Numeria, where primitive Kellid tribes bow to the will and power of the mysterious Technic League. Numerians often hold strong superstitions about both magic and technology, and many barbarians in the region sharethis wariness, even those from the wild lands of Iobaria to the east. Many Brevic communities adhere to strict customs and cultural mores and don’t permit variation from these traditions. As such, barbarians are rarely fully accepted in more parochial settlements. They often find employment as bouncers, mercenaries, and toughs for the region’s shadier factions, though in rare instances they may hold prominent positions among city watches or standing armies. Their generally wild nature makes the class well suited for exploration and guerilla warfare in the less-tamed River Kingdoms to Brevoy’s south. The primary barbarian tribe within the Stolen Lands themselves is known as the Tiger Lords—it’s a violent tribe, though, and unsuitable for a PC barbarian to hail from.

Bards
In a nation balanced on the edge of civil war, diplomats, spies, and political strategists are a vital part of Brevic society. A person skilled in the art of flattery, embellishment, and subtlety has near limitless opportunities, and bards frequently serve as rulers’ trusted advisors, envoys, and moles. King Noleski Surtova employs an army of bards who fight his battles not with sharpened blades but with golden words and poisoned lies among the taverns, barracks, and throne rooms of House Surtova’s enemies and allies alike. This emphasis on verbal combat doesn’t mean that bards in the region lack competence in physical combat, however; many members of the class receive training in the exclusive dueling schools of the Aldori swordlords in Rostland. Whether bards earns their way by weaving through the upper echelons of power or singing for their dinner in shady dockside taverns, they rarely lack stories to tell or secrets to keep in Brevoy.

Clerics
The faiths represented in Brevoy are as varied as the eclectic population that calls the region home. Each faith places an emphasis on the clergy teaching its followers diligently and leading by example. The nation’s war-torn past—as far back as Choral’s conquest of the land—has provided Gorum with a strong following, especially among the Iobarian descendents of House Rogarvia. The lawless nature of the northern region of Issia supports freedomloving churches such as those of Calistria, Cayden Cailean, and Desna, while the region’s more nefarious factions often venerate Norgorber for his influence over subterfuge and thievery. Travelers on the treacherous waters of the Sellen River frequently encounter priests or shrines dedicated to Hanspur, the god of rivers and river travel, while the wild landscape of southern Rostland draws clerics of both Erastil and Gozreh who wish to help civilization thrive in the threatening environment. In fact, worship of Erastil was once quite common among the Taldans who attempted to settle the Stolen lands, and ruins and lost temples dedicated to Erastil are said to lie hidden in the wilderness there.

Druids
Many Brevan communities on the border of the untamed Stolen Lands employ druids in roles traditionally held by clerics. Especially in small, rural villages on the edge of civilization, citizens consider a druid’s mastery over nature incredibly valuable. Unlike the fertile farmland of northern Rostland, the waterlogged wilderness of the Stolen Lands and the barren hills of Issia provide little in the way of arable fields, creating a high demand for anyone who can keep the encroaching wasteland under control around what few crops do exist. Many druids in the region venerate Hanspur or Gozreh, focusing more on the latter’s affiliation with water than on other aspects of nature, though adherents to the more general Green Faith are not uncommon. Brevan druids conventionally possess a natural affinity with plants, animals, water, or weather, though those who travel with an animal companion tend to bond with creatures at home both on land and in the region’s rivers.

Fighters
The esteemed and exclusive schools of the Aldori swordlords train many of Brevoy’s numerous fighters, especially in the southern region of Rostland. These proud duelists long resisted the authority of House Rogarvia, and they have earned a globe-spanning reputation for their martial prowess. As such, ambitious swordsmen from distant lands make their way to Restov with the hopes of joining the Aldori’s illustrious ranks. Similarly eager warriors often work as mercenaries, bodyguards, or muscle for those wishing to earn or maintain influence in a land where wealth and power are only secure if well defended. Alternatively, expeditions to tame the wilderness and establish new outposts of civilization benefit greatly from skilled military tacticians, particularly with the threat of war ever looming on the horizon. That said, the harsh landscape of the Stolen Lands gives no quarter to heavily armored or mounted warriors; those few who exist hold fearsome reputations for their prowess and effectiveness on the battlefield.

Monks
The sometimes lawless and mercurial land of Brevoy does not lend itself to the disciplined, meditative lives of most monks, and few call the region home. Occasional ascetic vagabonds make their way through the region, bound for far-flung monasteries or shrines. These wanderers sometimes pause for weeks or months at a time to rest their weary feet, find brief employment to fund the next leg of their journey, or isolate themselves in hidden forest hermitages. In almost every case, though, the transients move on to other, more welcoming parts of Golarion. The rare monk who resides in the region permanently might dedicate her life to maintaining order in the more anarchic cities of Issia, perhaps even going undercover among a thieves’ or assassins’ guild.

Paladins
Holy warriors are relatively uncommon in the generally lawless and wild reaches of Brevoy and the River Kingdoms, though they are not completely absent in the region. Most common in central Brevan settlements, paladins of Abadar continually work to maintain peace and trade between Issia and Rostland despite the growing threat of civil war. The verdant landscape of the south attracts Erastil’s faithful, who often dedicate their lives to aiding smaller communities in need of protection or guidance, acting as sheriffs, mayors, or even religious leaders. As Brevoy prepares its expeditions into the Stolen Lands to establish a stable settlement there, paladins of both faiths flock to Restov to be part of the undertaking to push back the wilderness and make a civilized foothold in the otherwise uninhabited region. Alternatively, more than a few Iomedean crusaders hear an unexpected calling as they traverse the Sellen River on their way to Mendev and the Worldwound and end up staying in Brevoy to combat evil there instead of on the battlefields to the north.

Rangers
In the feral Stolen Lands and surrounding wilderness, travel depends on daring trailblazers unafraid to lead armies, dignitaries, and merchants from one kingdom to the next, either on the treacherous waterways of the Sellen River or on harsh overland routes. Dense woods and fetid swamps necessitate less regimented armies, and rangers tend to function as efficient guerilla soldiers and scouts. As such, many communities in southern Brevoy and the River Kingdoms employ rangers as the backbone of both their offensive and defensive military strategies, retaining them as protectors against barbarian raids, fey ambushes, and unscrupulous bandits. The region also attracts countless bounty hunters, who seldom lack clients, local or foreign, eager to recruit their services.

Rogues
Rogues are prominent in northern Brevoy, where House Surtova has long controlled powerful thieves’ guilds, organized crime syndicates, and spy networks out of Port Ice. Since the disappearance of House Rogarvia in 4699 ar, they have dispatched discreet agents throughout both Issia and Rostland to consolidate their power in the absence of the traditional ruling family, and the family feel that their scion Noleski Surtova’s rule legitimizes its shameless methods. Even in the more stable region of Rostland, rogues are plentiful, often migrating north from the River Kingdoms, where pirate bands and roadside brigands give credence to the idiom “as thick as thieves.” In many cases, rogues find themselves in the River Kingdoms after ending up on the wrong side of the law in their homelands, and the region’s inhabitants frequently take new names and invent elaborate back stories upon arriving in the Sellen valley, a tradition that carries into Brevoy as well.

Sorcerers
Sorcerers, with their untrained mastery of arcane mysteries, have long found the wilds of northeastern Avistan alluring. Often viewed as uncontrolled compared to wizards, many sorcerers emigrate to Brevoy and the River Kingdoms to obtain some semblance of acceptance or anonymity. The realm of the First World touches the Material Plane in strange ways in the Stolen Lands along the southern Brevic border, resulting in many native sorcerers drawing their powers from fey bloodlines. Brevoy’s history with red dragons has led to the prominence of draconic bloodline sorcerers. Members of the ambitious Brevic nobility often belong to destined bloodlines and find that fate frequently intervenes on their behalf as they rise in power and influence. While these three bloodlines appear most often in Brevoy and the River Kingdoms, all bloodlines exist in the region.

Wizards
Scholars of the arcane might find themselves in Brevoy for countless reasons. Illusionists and enchanters, for example, often travel to the region to study the mysterious First World, the fey realm that touches Golarion in enigmatic and unexplained ways in the untamed wilderness on the nation’s southern border. The city of Skywatch in eastern Brevoy also attracts throngs of wizards who hope to unlock its arcane secrets and break through the impenetrable seal that has isolated the settlement from the outside world for the last decade. Wizards skilled in the art of evocation generally find employment as battlefield artillery in the armies of the region’s various feuding kingdoms. Other arcanists make their way to Brevoy and the River Kingdoms out of necessity when their experiments and studies get them into trouble in their homelands (most often those mages who tamper with the very forces of life and death).

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
This seems like a great little campaign. Would you guys be alright showing the ropes to a rookie? I've always wanted to try a tabletop style RPG, and have been lurking around the forums for a while waiting for a flexible-sounding DM with a compelling narrative setting that I might be able to hop into.

I have the 5E book already, am familiar with RPG mechanics, and have brainstormed a few character ideas that narratively should allow me to follow the lead of other folks at the start before growing the character into a slightly more assertive role once I know what I'm doing.

No problem if you prefer players with experience, but this caught my eye so I figured I would ask!

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:
Going to read through this all and see about creating a character.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Forever_Peace posted:

This seems like a great little campaign. Would you guys be alright showing the ropes to a rookie? I've always wanted to try a tabletop style RPG, and have been lurking around the forums for a while waiting for a flexible-sounding DM with a compelling narrative setting that I might be able to hop into.

I have the 5E book already, am familiar with RPG mechanics, and have brainstormed a few character ideas that narratively should allow me to follow the lead of other folks at the start before growing the character into a slightly more assertive role once I know what I'm doing.

No problem if you prefer players with experience, but this caught my eye so I figured I would ask!
I rather expect at least half the party will be experienced, and I'm definitely willing to explain how things work to people who haven't played before as well. I'd recommend you aim to spend time in the IRC channel to talk through mechanics and such rather than navigating it as part of the PBP, but that'd probably be my only ask. I mostly play and run these games as an excuse to have dudes to chill with in IRC so that might be a self-serving request.

I think in terms of what I'm looking for from players, it isn't necessarily mechanical expertise as much as it is willingness and ability to post regularly, and activity in the channel to collaborate with your other players on how to proceed. This campaign seems like it will require some amount of ability to come to decisions between the party members, as at a certain point you need to decide things like which direction to explore, which political faction(s) to side with, who to choose when two people need help and there's only time to help one, and so on. I imagine some players will take a backseat in that decision-making progress and just let the vocal minority figure it out, but since it is a bit of a sandbox-type game the more involved the players are in the world and the decision-making process the more they're going to get out of it.

Successful Businessmanga
Mar 28, 2010

Forever_Peace posted:

This seems like a great little campaign. Would you guys be alright showing the ropes to a rookie? I've always wanted to try a tabletop style RPG, and have been lurking around the forums for a while waiting for a flexible-sounding DM with a compelling narrative setting that I might be able to hop into.

I have the 5E book already, am familiar with RPG mechanics, and have brainstormed a few character ideas that narratively should allow me to follow the lead of other folks at the start before growing the character into a slightly more assertive role once I know what I'm doing.

No problem if you prefer players with experience, but this caught my eye so I figured I would ask!

I'm sure you'll do fine :v: Waador is quite good at guiding things along with a light touch as needed and I'm happy to help in anyway I can.

quote:

Other arcanists make their way to Brevoy and the River Kingdoms out of necessity when their experiments and studies get them into trouble in their homelands (most often those mages who tamper with the very forces of life and death)

HMMMM :stonklol: I wonder who that could be applicable to!? :v:

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
Thanks y'all. I'm in. I can commit to posting regularly on nights and weekends, but IRC might be a tad more sporatic (though if I seem to be having trouble connecting with folks I can definitely schedule a time to be online!).

Heading out to a brewery now, but I'll be back later today with some character pitches to ask for your advice on.

edit: any links to old Waador campaigns I can poke around without archives?

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Forever_Peace posted:

Thanks y'all. I'm in. I can commit to posting regularly on nights and weekends, but IRC might be a tad more sporatic (though if I seem to be having trouble connecting with folks I can definitely schedule a time to be online!).

Heading out to a brewery now, but I'll be back later today with some character pitches to ask for your advice on.

edit: any links to old Waador campaigns I can poke around without archives?

I've mostly been playing in stuff for the last year or so, which would show up in my post history. I think everything before that is archived at this point. The last one I ran was Five Tribes No Options with, if I recall, Ryuujin, LordKoth, KittyEmpress, Zachol, Anias and El Fappo. There were a few issues that caused the game to die, one of which was one of the players getting incarcerated for four or five months. It was pretty funny for a while though.

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
As I write up a few potential characters, what kind of tone should I be shooting for? It seems like kind of a lighthearted frontiers-y adventure feel from your description, but I could also see you taking this into a grittier political drama.

Like, what is the right ratio of serious to silly for this, on a scale from Game of Throne to the Adventure Zone podcast?

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Forever_Peace posted:

As I write up a few potential characters, what kind of tone should I be shooting for? It seems like kind of a lighthearted frontiers-y adventure feel from your description, but I could also see you taking this into a grittier political drama.

Like, what is the right ratio of serious to silly for this, on a scale from Game of Throne to the Adventure Zone podcast?
It probably depends on the decisions you guys make. At the moment my intent is to take the written campaign, substitute most of the boring NPC flavor with slightly creepier and more awkward sexual innuendo and frontier personality, and see what happens. The game isn't going to start on a particularly gritty tone, but if you guys go on a rampage and decide to string up the bodies of everyone you kill and build a wall out of them, or start wearing the skin of your enemies or something, I'll make it appropriately darker in response. Similarly, if you decide to sell off one of the PCs for marriage to the first dryad or centaur (or other fey creature) you meet, and make the appropriate checks, I'll happily spend a few pages encouraging you to coordinate the marriage ceremony with the extended relatives of the fey family, complete with all the lighthearted sunshine and rainbows and disgusting fey fetishes that comes with that particular set of choices you made.

It also probably depends on the party dynamic you guys end up with, but I can't really predict that. It will inevitably get grittier and more high stakes if you guys roll with four fighters and no cleric, and similarly it will inevitably get more lighthearted if you roll up six druids and decide to just break the region over your knees and/or hooves as appropriate.

PurplieNurplie
Jan 14, 2009
Tentative interest post here, lots of stuff to read through. Some sort of paladin, I'm thinking.

Egregious Offences
Jun 15, 2013
Heshak, Half-Orc Fighter



Background and Campaign info:
Personality Traits: I put no stock in wealthy or well-mannered folk, money and manners won't save you from a hungry owlbear.
Ideals: Glory, I must earn glory for myself and so that my people are forever remembered.
Bonds: I am one of the last of my people, it is up to me that their names and deeds are never forgotten.
Flaws: I remember every insult, and nurse silent grudges against those who have wronged me.
Campaign Trait: Brigand

Background posted:

The barbarian "Kingdom" of Numeria is populated by numerous tribes, constantly struggling over the scarce resources across its blasted landscape. Tribes that live near the "borders" of Numeria often resort to raiding more civilized settlements for food and other goods.

Heshak lived most of his life with his tribe, who wandered the constantly shifting border between the River Kingdoms and Numeria. His tribe was pushed further into the River Kingdoms by others fleeing from the inner regions of Numeria, likely escaping some technological horror escaping the Silver Mount. Nonetheless, his people persevered.

However, as they had moved further into civilized lands, they attracted more attention from the small nations of the River Kingdoms that they had raided in the past. They were especially worried, as they had only encountered small parties of warriors at the most, nothing like the entire tribe. Fearing that this was an invasion, a small alliance of nations decided to crush the "Barbarian horde" once and for all.

A small group of warriors, including Heshak, and some young children, managed to escape into the night as the rest of the tribe fought to the bitter end. They fled from the border nations, further into the River Kingdoms, towards what passes as "safety" in the north of Casmaron. Some of the older warriors believed that they were being tracked by agents of the more vengeful border nations, bent on wiping the last of the Numerian threat out for good. They decided that Heshak and the younger warriors should split from the group to confuse the trackers, while the older warriors, with the children, should go a separate way. Heshak never saw them again.

Adopting the alias "Sammek Bear-Biter", Heshak wandered the River Kingdoms, sinking into the rampant criminal element that pervades the entire region. He fell into a group of thieves and marauders that preyed on traders heading to Brevoy, which eventually fell apart when trade slowed and caravans became too well guarded. Deciding that guarding traders, while not as lucrative was much more reliable work than robbing them, Heshak joined a company of traders heading toward Restov.

On the way, the traders met a group of explorers, who said that they were charting out the "Stolen Lands". Apparently, the Lord Mayor of Restov was looking for brave adventurers to map the area, and attempt to "pacify" it. To Heshak, this seemed like a chance to make a good deal of coin, and sounded a lot more interesting than escorting bumbling merchants through the forests. After completing their journey, Heshak left the merchant company and sought out a party of explorers to join.

Egregious Offences fucked around with this message at 20:24 on Jun 22, 2015

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
OK, brainstormed a quick backstory for a potential bard based on the setting details that I think could be fun to delve into. Here's my first pitch:

Durnem Hapford, Cartographer (alias of Clive Wearling, Human Bard).
Clive spent his young adulthood in the shady backrooms of the Brevoy political class. His well-honed instincts and natural talent with forgery provided a steady stream of lucrative business in the ever-shifting power struggles of lower nobles in the Brevic courts. He was good enough on his flute to provide a passable front for his more lucrative endeavors. His world was turned upside-down, however, when he received a letter from his home village to the south, expressing the terrible news that his mother (and only known remaining relative) had died in a freak road accident that had overturned her market cart. Shocked, Clive canceled his active contracts returned home to grapple with his grief. He intended only for a short stay to manage his mother’s affairs and to make peace with this tragic turn of events, but after just two days home received word from a trusted friend that investigators had seized all his property and records back in the city (“encouraged” by some competitor or former victim, no doubt), and his life was in immediate danger. Penniless and alone, Clive gathered together a few belongings and bolted into the wilds. For weeks he laboriously made his was further from the threats to his life, conning a few villagers here and there to obtain a few scraps of food before being run out of town. All the while, he was plagued by a terrible conflict: was his mother murdered? Or had he spent so long in the belly of intrigue that he had lost touch with the banal realities of life outside the bubble? It wouldn't be so unusual for an opportunistic person to take advantage of his absence and distraction. But neither would killing be out of the question. In this way he suffered through the days, constantly mulling over his past dealings, without any real idea (or care) of where his feet were taking him. In one town, though, he caught wind of a call for brave frontiersmen to map the woodlands of the greenbelt, which sounded like the perfect opportunity to collect his thoughts in safe isolation. And of course, every survey needs a cartographer, no? Clive Wearling strode forward with purpose now, with direction. And into Oleg’s Trading Post walked Durnem Hapford, cartographer. A young, studious vanilla looking for adventure.


Character – variant human lore bard with the “False identity” background feature.

Possible directions: A) eventually return to the city and try to root out what happened, B) find that he likes his new life as a frontiersman and continues a life as Durnem, adventuring or possibly setting up shop somewhere if the money's good, or C) find the opportunity to make another, more profitable alias. At the start, I think this character would be happy to just collect his thoughts and follow the lead of whoever is in charge.

Mechanically, I see this as a support caster and skill monkey. I think variant human bards get 6 skill proficiencies right out of the gate? Is that right? I count 1 from variant human, 3 from bard class, and 2 from background. Deception is a must for narrative reasons, and I think perception, persuasion, stealth, and maybe insight would fit with the character, and Sleight of Hand could probably fit. I also think the forgery feature could be really fun if we end up exploring the politics of the area (though I think there's room to take the character elsewhere).

Forever_Peace fucked around with this message at 02:54 on Jun 21, 2015

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
OK, second pitch. Feel free to offer advice on which of these two would be more useful/fun to campaign alongside/interesting to DM. Happy to make changes too!

Searos Loyalar, Half-elf wild mage.
Searos doesn’t have a place. He never did. Adopted at birth by the sage and advisor to the Medvyed royal family, Searos grew up a minor court apprentice, prevented by status from mingling with the townsfolk, but laughably insignificant to the dealing of the actual nobles. For the most part, life consisted of copying and filing papers, running errands, and sitting quietly in the corner, trying to make his breathing as unobtrusive as possible. The sage of Medvyed was kind, though, and plenty invested in Searos’ studies as apprentice. But his magical practice never seemed to work right either. Divinations would fizzle or flare, minor telekinesis attempts would fling items through windows, minor illusions would free the family dog from the tethers of gravity and send him, horrified, floating through the air. Once, an attempt to snuff out a candle enveloped the entire table in an explosion of fire and nearly burned the house down. He doesn’t know why his magic seems to be… different. And if the sage knows anything, he isn’t talking. Eventually, an opportunity arose to potentially find some answers: the Medvyeds were dispatching a token force to explore the wildlands to the South – rumor has it that a possible reoccupation of the stolen lands may be in the planning stages among the noble families of Brevoy. Searos volunteered immediately. If the sage couldn’t teach him to control his magic, or figure out why it failed, he would try his luck visiting the fey, the elves, and the other outlandish denizens of the greenbelt. Even if he found nothing, in the very least, it would be a place to belong, and would spare the poor dog from more impromptu flying lessons.

Possible directions: A) Just hang out and enjoy having a place to be, making a life for himself B) pick up a lead on his blood ancestry in an attempt to figure out where his wild magic comes from, C) “go big or go home” – constantly push the limits of sorcery in an attempt to “practice” and maybe start to go a little nutty.
This background would let me use one of the suggested features. Does this take the place of the usual background feature, or is it like a special addition just for the module?

Thoughts? Once I settle on a concept I'll roll up a character (might need help for that, but I'll do my best).

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
God:drat:, so many words.

I might app something. I have a 4e Scout that I kinda wanna revive, fluff-wise; melee in general seems to be shite though, so expect some sort of paladin/cleric/druid reskin or possibly.... ranger. Or rogue.

Or I'll just futz about it for too long and bow out :v: we'll see.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Question for the DM:

In the druid description, it says they will not use armors made of metal->they have prof with medium armors->Hide is the only medium armor not described as containing metal (and is basically no better than Studded Leather)

Can we ignore the fluff descriptions of the medium armor, and say it's made out of wood/pelts/whatever as long as it's within our starting gold?
Of note, the equipment package for Druid gives you Leather, rather than any kind of medium armor, so that might be a big check-mark in the 'No' column..

Successful Businessmanga
Mar 28, 2010


Bard is a pretty good pick, you'll generally be better at anything you attempt and you get the simpler version of casting where you don't have to pick out what spells you want available to you at the start of the day, plus a cartographer is going to come in mighty handy in the untamed wilds :v:

Long term in my opinion this would probably end up more interesting, early on there's probably going to be less call for hardcore social stuff but skill monkeying always comes in handy, and as there is a section where we're potentially taking part in the leadership of a kingdom we can assume you'll flourish heavily later on in the social sense.


Wild magic can be fun, you can however get a nasty streak on the effects. Just be prepared to suddenly be left out of combat for an hour when you're suddenly a sheep or to have to own up to killing a bunch of people with an accidental fireball when you cast mage armor on yourself and end up fireball surging while next to the orphanage :supaburn:.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Forever_Peace posted:

Durnem Hapford, Cartographer (alias of Clive Wearling, Human Bard).
And of course, every survey needs a cartographer, no?

Mechanically, I see this as a support caster and skill monkey. I think variant human bards get 6 skill proficiencies right out of the gate? Is that right? I count 1 from variant human, 3 from bard class, and 2 from background. Deception is a must for narrative reasons, and I think perception, persuasion, stealth, and maybe insight would fit with the character, and Sleight of Hand could probably fit. I also think the forgery feature could be really fun if we end up exploring the politics of the area (though I think there's room to take the character elsewhere).
I was actually really curious as to whether anyone would start the game with proficiency in cartographer tools. Your job is literally to map the region and I was going to have an NPC berate you for being literally the worst at your job if you a> forgot to do that completely or b> did a horrible job of it in crayon. As for the skill proficiencies, that looks correct to me. Human gets 1 for free, bard gets 3 to start, each background provides 2. Human also gets a feat which might change your proficiencies.

As for the wild mage, that's good too. It would certainly be more likely to be received well by fey, until you burn the forest down with an errant fireball.
As well, the 'Campaign traits' are in addition to a regular background, so it's not one or the other.

P.d0t posted:

Can we ignore the fluff descriptions of the medium armor, and say it's made out of wood/pelts/whatever as long as it's within our starting gold?
Of note, the equipment package for Druid gives you Leather, rather than any kind of medium armor, so that might be a big check-mark in the 'No' column..
I'd be fine with you going berserk in-game and making armor out of things you kill, if you have the appropriate tool proficiency. I think it's totally feasible to make medium armor out of ankheg chitin, or beetle carapace, or perhaps lizardfolk scales. That should be done in-game though, so you probably should start with something in the PHB as it would be purchased 'from civilization' and a city blacksmith isn't going to help you make half-plate out of the bones of bandits without a pretty hefty bribe.


Additionally, after reading through the DMG in greater detail, I am going to start the game off with two of the optional rules.
Hero points
Why: This is being added in as a replacement to the Inspiration mechanic. Inspiration requires too much attention to be paid to awarding it, and the way it is handled encourages people to hoard it for life-or-death scenarios or instant-win attacks. In contrast, hero points refresh every level and do not accumulate, so their use is more encouraged, and I am hoping this will lead to more interesting scenarios developing.

A character starts with 5 hero point at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level. A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw. The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll. In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.

Cleave
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah

A Darker Porpoise posted:

Bard is a pretty good pick, you'll generally be better at anything you attempt and you get the simpler version of casting where you don't have to pick out what spells you want available to you at the start of the day, plus a cartographer is going to come in mighty handy in the untamed wilds :v:

Long term in my opinion this would probably end up more interesting, early on there's probably going to be less call for hardcore social stuff but skill monkeying always comes in handy, and as there is a section where we're potentially taking part in the leadership of a kingdom we can assume you'll flourish heavily later on in the social sense.

...

Wild magic can be fun, you can however get a nasty streak on the effects. Just be prepared to suddenly be left out of combat for an hour when you're suddenly a sheep or to have to own up to killing a bunch of people with an accidental fireball when you cast mage armor on yourself and end up fireball surging while next to the orphanage :supaburn:.

See, that description of wild mage sounds awesome and hilarious, but I'm thinking that maybe the Bard would be a bit more fun for this particular campaign.

I started putting together the character and have a few questions.

First, I need some help understanding how forgery and false identity are meant to work, considering they are sort of central to the character. False identity says this:

PHB posted:

False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters in a specific person’s handwriting, as long as you have seen an example of the kind of document you are trying to copy.

But there is also a description of the forgery kit under items that it seems like anybody could just pick up and use:

PHB posted:

Forgery Kit. This small box contains a variety of
papers and parchments, pens and inks, seals and
sealing wax, gold and silver leaf, and other supplies
necessary to create convincing forgeries of physical
documents. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to
create a physical forgery of a document.

And finally, there's one last mention in the ability checks section, suggesting that what is actually required to forge documents or assume an alias is an intelligence check, of all things!

PHB posted:

Other Intelligence Checks. The DM might call for an
Intelligence check when you try to accomplish tasks like
the following:
• Communicate with a creature without using words
• Estimate the value of a precious item
• Pull together a disguise to pass as a city guard
• Forge a document

• Recall lore about a craft or trade
• Win a game o f skill

So now I'm a bit confused. Can any character forge documents? Is a forgery kit required, or just encouraged? Is it "used up" in the act of forging documents? What's to stop a player from just making forgery attempts over and over again (without a kit or the false identity trait) until one of them succeeds? Does the roll only occur when somebody reads the document, rather than when one is created? What's the benefit of false identity in a mechanical sense? Do I get to skip the INT rolls?

Similar questions about disguise. Can any character use a disguise? Is the disguise kit required, and/or "used up" in the process? What's the benefit of false identity above and beyond what other characters can do? If I have to lie in order act as the stated character, do I also have to pass a deception check? Is it possible to just use deception (or persuasion) to convince somebody that I'm person so-and-so, without bothering with a disguise at all?

I'm totally fine if False Identity is mechanically less good than I originally thought when I read just the Bard section of the PHB, but I think I could be a lot more creative with a clearer understanding of the rules here.

Especially since the DM has already given me a handwriting sample from the Office of the Mayor of Restov! :grin:

Forever_Peace fucked around with this message at 00:02 on Jun 22, 2015

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah

Waador posted:

I was actually really curious as to whether anyone would start the game with proficiency in cartographer tools. Your job is literally to map the region and I was going to have an NPC berate you for being literally the worst at your job if you a> forgot to do that completely or b> did a horrible job of it in crayon. As for the skill proficiencies, that looks correct to me. Human gets 1 for free, bard gets 3 to start, each background provides 2. Human also gets a feat which might change your proficiencies.

As for the wild mage, that's good too. It would certainly be more likely to be received well by fey, until you burn the forest down with an errant fireball.
As well, the 'Campaign traits' are in addition to a regular background, so it's not one or the other.

Great! Glad it's stuff you can work with. Definitely going bard.

To be clear, my intention at the moment is to fake the hell out of cartography (because the character background works with the "charlatan" tree, which gives tool use in forgery and disguise, though see my questions about that above). I mean, how hard could it be, right? Just doodle some hills and trees, maybe forge some elements of random maps I've seen in the past, lie through the teeth to the bossman and persuade anybody I have to show the maps to that they are the best thing since sliced bread. What could go wrong?

But if there is a way for me to pick up cartography proficiency too during character creation, I am all for that. In the very least, I can buy the kit.

Haschel Cedricson
Jan 4, 2006

Brinkmanship

Hmm, I'm thinking of trying a goliath Storm Sorcerer from the last Unearthed Arcana, but it looks like almost everybody else is going the caster route. Is doubling up on magic a problem in 5e?

Successful Businessmanga
Mar 28, 2010

Forever_Peace posted:

So now I'm a bit confused. Can any character forge documents? Is a forgery kit required, or just encouraged? Is it "used up" in the act of forging documents? What's to stop a player from just making forgery attempts over and over again (without a kit or the false identity trait) until one of them succeeds? Does the roll only occur when somebody reads the document, rather than when one is created? What's the benefit of false identity in a mechanical sense? Do I get to skip the INT rolls?


Anyone could technically attempt to forge a document but they would be rolling a flat d20 plus appropriate ability modifier, taking the tool proficiency on the forgery kit allows you to add your proficiency bonus to the appropriate roll.

There are certain checks you just flat out can't do without proficiency in a tool, creating weapons and armor or picking locks require that you are proficient with the relevant tools.

The false identity background feature seems to be there to allow you to copy documents with an example on hand with no check, whereas someone with the forgery kit proficiency could just bullshit something official looking together.

Forever_Peace posted:

I mean, how hard could it be, right? Just doodle some hills and trees, maybe forge some elements of random maps I've seen in the past, lie through the teeth to the bossman and persuade anybody I have to show the maps to that they are the best thing since sliced bread. What could go wrong?

The murder swordkings show up to the greenbelt with their people and finding the map is not at all accurate, have each of us scryed on, and teleport assassins to us where we are summarily executed for treason :v:.

Successful Businessmanga fucked around with this message at 00:48 on Jun 22, 2015

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Forever_Peace posted:

False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters in a specific person’s handwriting, as long as you have seen an example of the kind of document you are trying to copy.
A background trait 'just works', so in the context of False Identity, you can just do this with no roll required. In essence it is saying you can create a copy of handwriting that is so perfect that an opposed roll can't detect the difference.
If you didn't have the background trait, you could use the forgery kit to make a roll to create a copy of handwriting, and its quality would be assessed based on the results of your roll, probably relative to an NPC's insight, investigation, or perception, as appropriate.
So, to answer your question, yes, any character can forge documents. The progression is basically:
> They are not proficient with a forgery kit, so don't get to add their proficiency bonus to the roll.
> They are proficient, so they get to add their proficiency bonus to the roll.
> They can't fail and don't have to roll as a result of an appropriate background perk.

That said, you get exactly what the background says you get, and nothing more. In this case, you can "forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy." So, if you're able to get a copy of a document, or a sample of someone's handwriting, you can copy it as an expert without any chance of the forgery being detected. You would still need access to a forgery kit to be able to do this, but that's a minor issue.

This doesn't guarantee success in all instances, though. If, for example, a guard receives orders directly from someone to kill anyone who approaches within 20 feet, and you approach bearing the writing of that person saying they are allowed to pass, you might not get the opportunity to show them the papers before they attack. Similarly, if you use the handwriting of an elected official to grant you access to the city armory, it will probably work if the request is reasonable and doesn't raise suspicion, as nobody will care enough to ask any questions about it. But if you use the handwriting of an elected official to grant you access to the city treasury, and also the right to leave with all their gold, at some point, someone might ask a question, at which point you are into the territory of having to lie to their face, which is a deception check.

Similarly, having a perfect forgery doesn't negate the reality that it isn't actually what the person wanted. So, if and when they find out about it, they will probably react accordingly. That probably won't be a big deal if you forge a deed to a wagon in order to run out of a town with it. It probably will come back to bite you if you forge the handwriting of a king or noble in a manner where they might find out about it and become angry or embarrassed, at which point you've got a rich person angry with you and maybe spending some money to feel better about it.

Finally, with regard to forgery rolls, I'd be inclined to say you know the result of your roll, and would just need to take the time to perfect it if you want to make 200 copies of a deed. Normally, other people would get opposed rolls to assess its quality, so even if you roll perfectly, eventually, they will too, so unless it's a one-use item for a very specialized purpose, if you're using it all the time it becomes a risk. That becomes a bit less of a concern if you have a perk that says you can't fail, obviously.

As for kits, it doesn't appear as if they get 'used up'. This used to be the case in a previous edition but seems to have ceased, which is probably for the best. So if you have the kit, you can just use it.

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah

Waador posted:

So, to answer your question, yes, any character can forge documents. The progression is basically:
> They are not proficient with a forgery kit, so don't get to add their proficiency bonus to the roll.
> They are proficient, so they get to add their proficiency bonus to the roll.
> They can't fail and don't have to roll as a result of an appropriate background perk.

Awesome, this was all really helpful!

I'm close to finishing up a character. Here's what I have so far:

code:
Clive Wearling, (variant) human bard (currently under the alias of Durnem the cartographer)
True-Neutral Charlatan, Age 32, speed 30'
8 str, 15 dex*, 14 con*, 10 int, 12 wis, 16 cha*       (*proficiency)
10HP (1d8+2), AC 13 (11+2)      saving throws: -1, +4, +4, +0, +1, +5

Skills: Deception (+5), Insight (+3), Perception (+3), Persuasion (+5), Sleight of Hand (+4), Stealth (+4)
Passives: +2 Initiative, 13 Perception      

Feature: False Identity
Tool Proficiency: Disguise Kit, Forgery Kit, Musical Instruments (Flute, Pan Flute, Shawm)
Weapon Proficiency: All Simple, long sword, rapier, short sword, hand crossbow
Armor Proficiency: Light
Languages: Common, Sylvan
Feats: Resilience (CON)
Class Abilities: Bardic Inspiration (3 @ 1d6 each, recover on long rest).

SPELLS
2/0/0/0/0/0/0/0/0
Cantrips: Minor Illusion (no V), Vicious Mockery (no S)
1st: Dissonant Whispers (no S), Sleep, Healing Word, Comprehend Languages (ritual)

ITEMS
Weapons: dagger (+4, 1d4+2 piercing, range 20/60), hand crossbow (+4, 1d6+2 piercing, range 30/120)
Armor: leather
Kits: Disguise, Forgery, Cartography
Spell Focus: Flute
On person: Bolt case, bolts (20), waterskin, backpack
In pack: sack, blanket, clothes (common), bedroll, signal whistle, 10 candles, map case, 10 pieces of paper, ink, ink pen, sealing wax, signal whistle

38gp, 1sp, 2cp
Advice welcome, but I have some specific questions too.

- I'm waffling on the last known spell. Don't know whether the languages think will come up much, or when it does, if I would have 10 minutes to faff about performing a ritual, but faerie fire seems like it may be more useful in a dungeon-crawling setting where the lack of infravision would be a problem. Any requests that are guaranteed to be useful for the team? Bane maybe?
- On a related note, what secondary language would actually make narrative sense for this setting and the backstory I wrote?
- Any items I should really pack ahead of time? Food? At the moment I'm just sort of planning on trying to finagle whatever I need from people.

quote:

The murder swordkings show up to the greenbelt with their people and finding the map is not at all accurate, have each of us scryed on, and teleport assassins to us where we are summarily executed for treason .

"Oh, you're looking for a cartographer? Never heard of him, I'm just a simple playwright, but maybe that necromancer over there knowssomethingokbye" :dance:

Forever_Peace fucked around with this message at 17:57 on Jun 26, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Haschel Cedricson posted:

Hmm, I'm thinking of trying a goliath Storm Sorcerer from the last Unearthed Arcana, but it looks like almost everybody else is going the caster route. Is doubling up on magic a problem in 5e?

Never don't play a caster in 5e.

Haschel Cedricson
Jan 4, 2006

Brinkmanship

EDIT: See next page for revised character.

Haschel Cedricson fucked around with this message at 05:13 on Jun 25, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Alright, I'm just gonna drop a thumbnail sketch here, to get myself rolling. poo poo will get editted as I go. :siren: All done!


Autumn Somerset, Wood Elf Rogue
(portrait)
Theme Song: "This is Letting Go" by Rise Against (link goes to lyrics)

Campaign Trait: Pioneer

Pioneer posted:


Effect (advantage): Choose Athletics, Animal Handling, Knowledge (nature), Perception, or Survival. You gain proficiency in this skill (or expertise, if you are already proficient).
Effect (other): You begin play with a riding horse, or a draft horse and a wagon.
Background: Hermit
- Life of Seclusion: #4 "I retreated from society after a life-altering event."
- Feature: Discovery: "Work with your DM to determine the details of your discovery and its impact on the campaign." :v: (I can fill in the specifics, if needed/wanted)


STR 10
DEX 14 [12+2] (save prof)
CON 12
INT 14 (save prof)
WIS 16 [15+1]
CHA 08


Skill Profs:
Rogue:
(INT)Investigation
(DEX)Acrobatics
(DEX)Stealth
(WIS)Insight
Wood Elf:
(WIS)Perception
Background:
(WIS)Medicine
(INT)Nature
Nature Domain:
(WIS)Survival
Ranger (MC):
(WIS)Animal Handling

Skill Expertise:
Campaign Trait:
(INT)Nature
Rogue:
(INT)Investigation
(DEX)Stealth



Weapon Profs:
Wood Elf:
longswords
shortswords
shortbow
longbow
Rogue:
Simple weapons
hand crossbows
longswords
rapiers
shortswords
Ranger (MC):
simple weapons
martial weapons

Armor Profs:
Rogue:
light
Cleric (MC):
light
medium
shields
Nature Domain:
heavy
Ranger (MC)
light
medium
shields



Tool Profs:
Thieves' Tools
Herbalism Kit
Leatherworker's Tools

Equipment: [160gp starting]
Armor
[10gp] Leather [AC 11 + DEX]

Weapons/Ammo
[10gp] Shortsword
[2gp] Dagger
[50gp] Longbow
[1gp] Arrows (20)
[1gp] Quiver


Tools
[5gp] Herbalism kit
[5gp] Leatherworker's tools

Adventuring Gear
[5gp] Healer's kit
[5gp] Holy Symbol (amulet)
[12gp] Dungeoneer's Pack
[2gp] Shovel
[1gp] Fishing tackle
[2sp] Mess kit
[5sp] Clothes, common


Backstory:
Autumn grew up poor, and left home at a young age. Living on the fringes of society at first, she fell in with the wrong crowd, getting some dark ideas into her head. When she inevitably became disenfranchised with their ideologies, she left for the wilderness and became quite skilled at living amongst nature.
[Short and sweet; I have a pretty good handle on the character, so this poo poo will come out more in-play.]



DM notes:
Ranger gives double prof on WIS and INT checks related to your favoured terrain, if you already have prof in the skill; hopefully, this will cover me well enough that I don't have to make some sort of MC monstrosity to get Expertise all over the place. That said, any info on what Terrain we will mostly encounter?

Party notes:
:siren: Gonna dip Ranger right away, but go Cleric(Nature) for most of my levels, in case that influences anybody's character building.



edit:
Levelling up post!
Revised levelling up post!

P.d0t fucked around with this message at 21:57 on Apr 20, 2016

Werewhale
Aug 10, 2013
Okay, so there are a lot of casters here already but I took a leaf from A Darker Porpoise's book and consulted whothefuckismydndcharacter.com and god damnit it was too good not to use.

quote:

DISRUPTIVE HUMAN SORCERER FROM THE BLACK CITADEL WHO DRUNKENLY SWORE A BLOOD OATH AND FORGOT WHAT FOR

I'll get a sheet up after I'm done with work(in 6-7 hours) and quickly learn 5th ed(I'm only familiar up to 4th). In the meantime,I don't suppose there is a Black Citadel anywhere near this area, so I want to ask if there's an analogue? Or any other place that's considered evil and scary, especially if it's known for sorcery. Something that would give this character an air of creepiness(that is then offset by him being absolutely wasted).

Angrymog
Jan 30, 2012

Really Madcats

Werewhale posted:

Okay, so there are a lot of casters here already but I took a leaf from A Darker Porpoise's book and consulted whothefuckismydndcharacter.com and god damnit it was too good not to use.


I'll get a sheet up after I'm done with work(in 6-7 hours) and quickly learn 5th ed(I'm only familiar up to 4th). In the meantime,I don't suppose there is a Black Citadel anywhere near this area, so I want to ask if there's an analogue? Or any other place that's considered evil and scary, especially if it's known for sorcery. Something that would give this character an air of creepiness(that is then offset by him being absolutely wasted).

I'm not playing (though I am kind of tempted to apply) but Cheliax is the dodgy demon worshipping country in Pathfinder-land.

Successful Businessmanga
Mar 28, 2010

Forever_Peace posted:

"Oh, you're looking for a cartographer? Never heard of him, I'm just a simple playwright, but maybe that necromancer over there knowssomethingokbye" :dance:

Zone of truth is only a second level spell :v:.

I wouldn't worry too much about comprehend languages almost everything speaks common and there's usually a fairly wide language spread in most parties to cover the uncommon stuff.

Light isn't too hard to come by in a dungeon setting, anything that can see in the dark already knows you're there so really no downside to lighting up some torches. There are a couple of magic items that grant dark vision and if all else fails there's a spell for granting it but I believe it takes up the concentration slot so don't count on it.

P.d0t posted:

That said, any info on what Terrain we will mostly encounter?

I'm expecting mostly forest and grassland from the description given "Dominated by the woodland known as the Narlmarches and the rolling hills of the Kamelands".

I'll probably swap calligraphy out for cartography proficiency since I'm most likely the best suited for it, if we're going to be exploring massive tracts of land for 3-4 days to map out a single hex it should probably be done well.

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah

A Darker Porpoise posted:

Zone of truth is only a second level spell :v:.

I wouldn't worry too much about comprehend languages almost everything speaks common and there's usually a fairly wide language spread in most parties to cover the uncommon stuff.

Light isn't too hard to come by in a dungeon setting, anything that can see in the dark already knows you're there so really no downside to lighting up some torches. There are a couple of magic items that grant dark vision and if all else fails there's a spell for granting it but I believe it takes up the concentration slot so don't count on it.

Cool, I'll swap out that last spell slot for "Speak with Animals", I think. Seems fun for a wildlands environment. I can edit the backstory to include something about literally begging farm dogs for table scraps while on the run to justify it.

If we're having trouble with encounters, I can swap it out for Tasha's Hideous Laughter when I level, right?

quote:

I'm expecting mostly forest and grassland from the description given "Dominated by the woodland known as the Narlmarches and the rolling hills of the Kamelands".

I'll probably swap calligraphy out for cartography proficiency since I'm most likely the best suited for it, if we're going to be exploring massive tracts of land for 3-4 days to map out a single hex it should probably be done well.

Oh good, yeah a ranger and an actual cartographer seems like they would be really handy here.

I'll just change my character alias from "cartographer" to "surveyor" or something to make sure we aren't stepping on each other's toes (I'll just pack a piece of chalk and some paper and bullshit something about good spots for roads or campsites to anyone who gets too nosy).

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
Alright, finished up the Character.

Concept: Go Big or Go Home. Use every conceivable means to push entertaining ventures over the top. Persuasion, deception, forgery, disguises, cons, misdirection, animal helpers, human hires, and extremely liberal use of minor illusions / silent image. He's unlikely to be "in the middle" of things, but look hard enough and you'll see his hand on the dial, cranking it up until it's time to improvise.



Clive Wearling, (variant) human bard (currently under the alias of Durnem the surveyor)
Summary, Character Sheet, Gear, Dice Rolls
True-Neutral Charlatan, Age 32, speed 30'
Height: 5’8 (roll) Weight: 145 (roll).
8 str, 15 dex*, 14 con*, 10 int, 12 wis, 16 cha* (*proficiency)
saving throws: -1, +4, +4, +0, +1, +5
10HP (1d8+2), AC 14 (11+2+1)

Traits: 1) Money is very nice, but I'd rather just not be bored. Nothing is more exciting than improvising.
2) I sometimes get overly attached to things, people, or places, but it never lasts more than a few weeks, and sometimes those things aren't mine to begin with.
Ideal: Go big or go home. If it's worth doing at all, it's worth going the extra mile (or ten) too.
Bond: A powerful person took everything from me. I intend to rebuilt my life bigger and better than before, and this time nobody is taking a god-damned thing.
Flaw: I lie even when I don't have to. I'm only secure when I hold all the secrets, and will go to great lengths to be the one "in the know".

Skills: Deception (+5), Insight (+3), Perception (+3), Persuasion (+7, expertise), Sleight of Hand (+4), Stealth (+4)
Passives: +2 Initiative, 13 Perception

Feature: False Identity
Tool Proficiency: Disguise Kit, Forgery Kit, Musical Instruments (Flute, Pan Flute, Shawm)
Weapon Proficiency: All Simple, long sword, rapier, short sword, hand crossbow
Armor Proficiency: Light
Languages: Common, Sylvan
Feats: Resilience (CON)
Class Abilities: Bardic Inspiration (3 @ 1d6 each, recover on long rest).
Campaign Feature: Orlovsky (+1 AC, expertise in Persuasion, motto is “high above”).

SPELLS
2/0/0/0/0/0/0/0/0
Cantrips: Minor Illusion (no V), Vicious Mockery (no S)
1st: Dissonant Whispers (no S), Silent Image, Healing Word (no S), Speak with Animals (ritual)

ITEMS
Weapons: dagger (+4, 1d4+2 piercing, range 20/60), hand crossbow (+4, 1d6+2 piercing, range 30/120)
Armor: leather
Kits: Disguise, Forgery
Spell Focus: Flute
On person: Bolt case, bolts (20), waterskin, backpack, 1 spare dagger (in boot)
In pack: sack, blanket, clothes (common), bedroll, 10 candles, map case, 10 pieces of paper, ink, ink pen, sealing wax, signal whistle, 2 pieces of chalk, documents for Durnem identity, Trinket (a brass orb with strange runes: Trinkets: 1d100 23).
Money: 51gp, 1sp, 0cp
Encumbrance: 51 lbs / 120 lbs

Background:
Clive spent his young adulthood in the shady backrooms of the Brevoy political class. His well-honed instincts and natural talent with forgery provided a steady stream of lucrative business in the ever-shifting power struggles of lower nobles in the Brevic courts. He was good enough on his flute to provide a passable front for his more lucrative endeavors, and picked up a few cantrips and minor spells here and there for convenience. Of late, he came to be increasingly invested in the maneuverings of House Orlovsky, where he had spent some time as a youth running errands as a messenger boy. They quite refreshingly employed his abilities as a “fixer” mostly to maintain a safe position of strength above the usual petty squabbles, which suited Clive just fine. But just as he was settling down into a comfortable life working contracts for Orlovsky (and a few choice others), his world was turned upside-down when he received a letter from his home village to the south, expressing the terrible news that his mother (and only known remaining relative) had died in a freak road accident that had overturned her market cart. Shocked, Clive canceled his active contracts returned home to grapple with his grief. He intended only for a short stay to manage his mother’s affairs and to make peace with this tragic turn of events, but after just two days home received word from a trusted friend that investigators had seized all his property and records back in the city (“encouraged” by some competitor or former victim, no doubt), and his life was in immediate danger. Alone and wiped clean, Clive gathered together a few belongings (including that odd little orb that was always carefully locked away when he was growing up) and bolted into the wilds. For weeks he laboriously made his was further from the threats to his life, conning a few villagers here and there to obtain a few scraps of food before being run out of town (and relying on minor charms to encourage stray dogs to bring him food scraps when the going got particularly rough). All the while, he was plagued by a terrible conflict: did the threat come from within Orlovsky, or without? And was his mother’s death in any way related? He couldn’t possibly return until he learned more, and in the very least decided to let some time safely pass. In this way he suffered through the days, constantly mulling over his past dealings, without any real idea (or care) of where his feet were taking him. In one town, though, he caught wind of a call for brave frontiersmen to map the woodlands of the greenbelt, which sounded like the perfect opportunity to collect his thoughts and pass some time in safe isolation. And of course, every survey needs a surveyor, no? Clive Wearling strode forward with purpose now, with direction. And into Oleg’s Trading Post walked Durnem Hapford, surveyor. A young, studious vanilla looking for adventure.


Role: Skill monkey, social dynamo, support caster (possibly healer if needed), and behind-the-scenes wingman to help the other characters go god-damned bananas in he most spectacular ways possible.

Forever_Peace fucked around with this message at 21:23 on Jun 27, 2015

ritorix
Jul 22, 2007

Vancian Roulette
I've got an idea brewing, this is a placeholder.

I liked the thought of fey influences in the wild, untamed places, even as the party tries to tame the wilderness and maybe forge a new settlement. Going for a superstitious, common-born type with shades of robin hood. Respects/fears the fey, supports the frontiersmen and commoners, capable but with no special magical ability or ranger-style links to the land. Maybe bandit background.

Human female, fighter (battlemaster), heavy crossbow sharpshooter. Stealth, dex and light armor.

Teonis
Jul 5, 2007
I'm posting interest. I will be playing a Barbarian with a lot of focus on roughing it in the wilds and beating things in the face, as well as wanting to build his own stronghold and stake a claim.


Gorom Grofhorm
Character Sheet

Gorom spent his milk-drinking years on his father's homestead, a small tract of land with 6 farms and around 40 thralls within his thorp. Living on the edge of the River Kingdoms and Numeria attracted much unwanted attention from raiders, savage tribes (though city dwellers may call Gorom's family home barbaric as well) and enemy kings. Within the homestead, Gorom's father, Hulskroff, was their king, as each man in the River Kingdom is king of his own land. When danger approached by land or river, an arrow would be sent to all the surrounding farms to call for each house to send their warriors. Dressed for battle, the men would gather at the longhouse to prepare for their attackers while the women and children were driven indoors. When the battle was over, the men would bury their dead with their weapons and armor, then return with trophies from the slain. The best loot was kept by the king, and half of that was offered up to the gods for their victory. The offering was followed with a sacrifice of two oxen or horses, and then a feast.

This is how Gorom lived until the tenth year of his childhood. At such age, it was customary for fathers to send their sons away to prevent coddling from their mothers and to allow them to grow into men. Gorom was given one of his father's housecarl, a man named Hakon, to serve as a mentor, teaching him to survive, fight, and make his own tools. Gorom also had an affinity for the animals on the farm, and learned how to ride and even break wild horses. In his first winter away, Gorom had come face to face with a hungry wolf while searching in the wood for a haft for the first spearpoint he'd made. With only the iron spearpoint, he slew the wolf, and even found the desired haft for his new spear. The satisfaction showed on his face as he returned to Hakon's farm with a new spear and a fresh wolf-pelt.

In the 14th summer of Gorom's life, the raiders came as they did every summer to try and pillage the homestead. When the arrow was passed from farm to farm calling for warriors It was the first year that Gorom was old enough to answer the call. Returning to his father's house for the first time in years, the young warrior met with his father briefly before they were facing down a horde of wild men, bent on pillaging and ransacking the homestead. During the following battle, Gorom fought side by side with his housecarl, Hakon, all the while watching his father, Hulskroff, in a real battle for the first time ever. He was astonished by his father's prowess; watching him fight was far more intense than when his father would slay a horse-thief or settle a dispute by combat. He could see why his father was the king of his homestead.

After the battle, men buried the fallen with their shield on their chest and their spears by their side while other looted the bodies of their enemies for the best equipment and jewelry, a symbol of wealth. Soon he was within the old longhouse again, sitting at the feast. however, he no longer sat on the bench for women and children, he sat on the men's bench along the fire where the warriors sat. The whole feast and the festivities were intoxicating for Gorom, as well as the drink which they all shared.

The day after the feast, men began returning to their farms while others stayed to claim their share of the spoils. It was when he met with his father again that Hulskroff saw this young warrior at his longhouse and knew who he was. Hulskroff welcomed home his son the warrior for the first time with another feast to celebrate. At the end of the second feast, lasting 5 days, Gorom decide he would gather any man who would follow him, and sail all three branches of the Sellen River to pillage the farms and the wildmen across the River Kingdoms until he could return with gold and thralls of his own. Once he had earned a name, he would build a farm for himself and his men in the valley beside his father's own kingdom.

With 14 men to join him from the surrounding farms, Gorom built a ship and embarked on the Sellen River. Over the winter they sailed the banks of the Sellen river, up to the Lake of Mists and Veils and back down to Kallas Lake. Upon the next summer he returned to his father's homestead. During the return trip, Gorom had little luck pillaging and the men were eager to return home before supplied ran dry, Little had they known at the time the farms were derelict due to a large host of raiders who swept across the valleys that summer. Gorom was riding on the tail end of the horde and caught up with them as they finished sweeping over his family's home.

Many of the farms had been destroyed and the homestead was ransacked. Gorom's own father was slain in battle. Soon, word reached Gorom that many men had fallen back to their own farms. Outraged, Gorom sought the farms of these cowards who failed to serve their king, for as his vassals they were honor-bound to avenge the death of their lord. There they pleaded with him that when the homestead fell, they had no choice but to flee. At one farm, fearing the son of Hulskruff retribution, the men attempted to ambush the young warlord. With little choice, Gorom and his few remaining warriors slew the would-be ambushers and decided that the cowardly men who remained would swear loyalty to him or be put to the sword. A handful of Gorom's loyal men were left to protect the remaining farms while Gorom himself led the remaining men in pursuit the war-host.

The horses were stolen or slain, pursuing the horde was much more difficult overland than they had progressed on the Sellen River. Days later they had come across the horde bivouacking on the edge of the next valley. Despite causing heavy casualties during a surprise attack, Gorom's forces were overwhelmed and fled again. Having failed to avenge their lord twice, the young warlord scoffed at the fleeing men and prepared to die in battle. Fighting until near death, Gorom eventually succumbed to his wounds, but his tenacity spared his life.

Gorom awoke expecting the afterlife, but was greeted to his wounds being treated by slaves taken by the savage horde, several of which he recognized from his old homestead. As he recuperated, and additionally forced work, Gorom spoke with his neighbors about the strength of the horde and passed around plans for escape.

While passing through the northern River Kingdoms, Gorom and any other slave willing to take the chance, forced an escape near a forrest valley on the edge of the Pitax river head. Casualties were once again heavy, but their deaths allowed many lucky slaves to escape, including Gorom, to escape into the Stolen Land. With no supplies and a slim chance of survival, the escapees made for Brevoy. In the two years that followed, Gorom has been working, and preparing for a time when he could head back into the Stolen lands and build that Homestead full of riches he told his father he would.

Teonis fucked around with this message at 21:28 on Jun 28, 2015

Successful Businessmanga
Mar 28, 2010

Dragonborn are a wotc licenced thing I believe so they wouldn't have an entry in a pathfinder module :v:, everything published in 5e is DM approved though so dragonborn should be okay.

Successful Businessmanga fucked around with this message at 23:38 on Jun 22, 2015

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
The character sheet access is restricted, can you open it up to viewing?

P.d0t posted:

DM notes:
Ranger gives double prof on WIS and INT checks related to your favoured terrain, if you already have prof in the skill; hopefully, this will cover me well enough that I don't have to make some sort of MC monstrosity to get Expertise all over the place. That said, any info on what Terrain we will mostly encounter?
The following is commonly known information....

Exploring the Stolen Lands
The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before your charter is to rectify this gap. As you explore the region, you and your companions are expected to keep track of what you find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.

Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land, but also as an aid in tracking travel through the Stolen Lands. All of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.
Forests: The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.
Hills: The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.
Mountains: Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.
Plains: The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses of two to six trees are not uncommon.
Swamps: Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.
Water: The rivers vary from 50 to 500 feet in width. Infrequent bridges and fords that allow a river to be crossed exist, but in most cases, travel across a river requires swimming or boating. Lakes are calmer than rivers and may be navigated more easily, but their larger size makes swimming across them dangerous.
pre:
Exploring the Stolen Lands
Traveling (Time to cross 1 hex)
Party Speed	Plains		All Other Terrains
15 feet		11 hours	16 hours
20 feet		8 hours		12 hours
30 feet		5 hours		8 hours
40 feet		4 hours		6 hours
50 feet		3 hours		5 hours

Exploring (Time to fully explore 1 hex)
Party Speed	Plains		Forest/Hill	Mountain/Swamp
15 feet		3 days		4 days		5 days
20 feet		2 days		3 days		4 days
30 feet		1 day		2 days		3 days
40 feet		1 day		1 day		2 days
50 feet		1 day		1 day		1 day

Teonis posted:

I noticed you didn't have an entry for Dragonborn, are you not allowing them?
They just aren't a common race in the region so don't get a specific entry. More likely than not people would confuse you for a large kobold.

Haschel Cedricson
Jan 4, 2006

Brinkmanship

Waador posted:

The character sheet access is restricted, can you open it up to viewing?

Oops, knew I forgot something.

Forever_Peace
May 7, 2007

Shoe do do do do do do do
Shoe do do do do do do yeah
Shoe do do do do do do do
Shoe do do do do do do yeah
Another newbie question. What would be helpful for you to see in every post as a DM? Anything you would like to edit from this format (below)? Particularly in the info at the bottom.




Clive Wearling, lvl 1 Human Bard (currently under the alias of Durnem the surveyor)
Summary, Character Sheet, Gear, Dice Rolls

In-character narrative.
"Character dialogue"
Character thoughts
Intended parties to limited information: secrets

quote:

Mechanics of actions and rolls
Out-of character descriptions, including begging Waador to let me do something ridiculous
Secret instructions for Waador

--------------------------------------------------------
10/10 HP, 14 AC, 30’ range
Passives: 13 perception, +2 initiative
At will: Minor Illusion (no V), Vicious Mockery (no S)
Limited: bolts (20/20), Bardic Inspiration (3/3, 1d6), Hero pts (5/5)
Spells (13 DC, +5 atk): 1st (2/2)
status effects: none

Adbot
ADBOT LOVES YOU

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug

Forever_Peace posted:

Another newbie question. What would be helpful for you to see in every post as a DM? Anything you would like to edit from this format (below)? Particularly in the info at the bottom.
Maybe read through the last few pages of Hoard of the Dragon Queen or Princes of the Apocalypse to get a sense for how I lay stuff out. I'm not really fussed about how you lay out your posts as long as it makes sense, but if you want a format to work from I'd recommend posts like this one, or this one, and this one would be good formats to follow.

Really the process I follow for characters I play is basically that as a player I don't want to have to remember everything that was going on prior to my previous post, so I capture all variables that can change in status bars in that post. That includes things like hit points, armor class, spell slots used and unused, spells prepared, consumable items, and so on. It makes it easier to just quote my previous post as my starting point, read what has happened since that post, and update accordingly if I've taken damage, need to use a spell slot as a reaction, or whatever.

I don't think it is wise to try to capture your entire character in your posts, as that'll take up a lot of room. Things that don't change, like your feats, class abilities that don't have limited uses, and passive scores aren't really worth tracking (unless you have a ridiculously good passive score and don't want anyone to forget about it). Active effects (like a stealth roll) is definitely worth tracking in your post since it reminds everyone else, as well as yourself, that you are effected (i.e., hidden).

I should also say that you guys should probably use Orokos for dice rolling and linking unless you have a religious objection to it.

  • Locked thread